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How to "Escort" a BEAR

 
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How to "Escort" a BEAR - 5/30/2017 8:30:50 PM   
AFIntel


Posts: 128
Joined: 7/23/2002
From: Saginaw, TX
Status: offline
Howdy folks,

I've searched the forums here and tried several different commands in game to attempt this mission. I thought it would be easy to do, so I must be missing something.

During a cold war scenario, I have a Soviet BEAR fly recce through the region where I have a CVBG operating. No fighting has broke out yet.

How do I order fighters to intercept AND trail (but not engage) the BEAR? The scenario marks the BEAR as NEUTRAL once I detect him. It seems I can only get fighters to intercept if I order them to engage, but then they automatically class the BEAR as HOSTILE (an obvious no-no).

I try to keep my questions here to matters that I cannot answer myself after research (search function on the forums, rules manual, Wiki, etc.). But dang if I can't figure out how to do it. It was a staple of the Cold War, so there has to be a way to do it...right??

Thanks for the assistance, folks!

AFIntel
Post #: 1
RE: How to "Escort" a BEAR - 5/30/2017 9:05:45 PM   
Gunner98


Posts: 3299
Joined: 4/29/2005
From: The Great White North!
Status: online
There may be a better way but this is how I do it, and its not intuitive.

Pause the game (Space bar)
Define an area with 4 Ref points (Ctrl+Right click) close to the Bear
Make the Ref Points 'Relative' to the Bear, either Fixed or Rotating, I like Fixed (Editor menu)
Create an AAW patrol: Uncheck investigate targets outside Patrol Zone. Check investigate targets within weapons range (so if he goes hostile you have him!)
Assign your Ftrs - 1/3rd rule: 3 if you want 1 to escort, 4 if you want a pair to escort.
I like to place the Patrol zone within weapons range (but outside his nasty 23mm gun range). Not truly accurate but works for game purposes


Hope that helps.

B

(in reply to AFIntel)
Post #: 2
RE: How to "Escort" a BEAR - 5/30/2017 9:06:22 PM   
mikmykWS

 

Posts: 11531
Joined: 3/22/2005
Status: offline
Mark the contact as unfriendly.

Thanks

Mike

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(in reply to AFIntel)
Post #: 3
RE: How to "Escort" a BEAR - 5/30/2017 9:07:44 PM   
Gunner98


Posts: 3299
Joined: 4/29/2005
From: The Great White North!
Status: online
OK that's a lot easier

Good one

(in reply to mikmykWS)
Post #: 4
RE: How to "Escort" a BEAR - 5/30/2017 9:10:27 PM   
mikmykWS

 

Posts: 11531
Joined: 3/22/2005
Status: offline

quote:

ORIGINAL: Gunner98

OK that's a lot easier

Good one


If it works. LOL.

It should I think the guys adjusted the unfriendly behavior to do that even if the contact is ID's. We'll see.

Mike

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Post #: 5
RE: How to "Escort" a BEAR - 5/30/2017 9:25:11 PM   
AFIntel


Posts: 128
Joined: 7/23/2002
From: Saginaw, TX
Status: offline

quote:

ORIGINAL: Gunner98

Define an area with 4 Ref points (Ctrl+Right click) close to the Bear
Make the Ref Points 'Relative' to the Bear, either Fixed or Rotating, I like Fixed (Editor menu)



Ahh, hadn't thought about FOUR ref points around the contact. I was trying with one relative to the BEAR, but of course it only keeps relative bearing, not distance.

quote:

ORIGINAL: mikmyk

Mark the contact as unfriendly.

Thanks

Mike


I thought I tried that, but the fighters wouldn't bite. It's a new day, so I'll attempt to again with UNFRIENDLY. It was late into the night, and after an hour of attempts, I'm not sure if my frustration caused me to miss marking it as UNFRIENDLY.

I figured the primary reason for allowing a player to mark contacts as different threat levels (NEUTRAL, HOSTILE, etc.) in combination with weapons doctrine / ROE was to allow for such a scenario. It just became frustrating that, after so much time in the game (I bought it shortly after its release), I couldn't get my fighter jocks to perform a simple Cold War-era mission - escort the BEAR!

Thanks for the assist, gentlemen.

AFIntel

(in reply to Gunner98)
Post #: 6
RE: How to "Escort" a BEAR - 5/31/2017 1:12:53 AM   
Lanzfeld

 

Posts: 53
Joined: 4/21/2017
Status: offline
Well it SHOULD keep relative bearing AND distance.




I think

(in reply to AFIntel)
Post #: 7
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